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   &#160;<span id="projectnumber">3.11.0</span>
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<div class="header">
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<a href="#nested-classes">Classes</a> &#124;
<a href="#pub-types">Public Types</a> &#124;
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="#pub-static-attribs">Static Public Attributes</a> &#124;
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<div class="title">UICamera Class Reference</div>  </div>
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<p>This script should be attached to each camera that's used to draw the objects with UI components on them. This may mean only one camera (main camera or your UI camera), or multiple cameras if you happen to have multiple viewports. Failing to attach this script simply means that objects drawn by this camera won't receive UI notifications:  
 <a href="class_u_i_camera.html#details">More...</a></p>
<div class="dynheader">
Inheritance diagram for UICamera:</div>
<div class="dyncontent">
 <div class="center">
  <img src="class_u_i_camera.png" usemap="#UICamera_map" alt=""/>
  <map id="UICamera_map" name="UICamera_map">
</map>
 </div></div>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ambiguous mouse, touch, or controller event.  <a href="class_u_i_camera_1_1_mouse_or_touch.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera_1_1_touch.html">Touch</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-types"></a>
Public Types</h2></td></tr>
<tr class="memitem:a4e5eb0eddff9a963d74c66d97ee4fb4d"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a4e5eb0eddff9a963d74c66d97ee4fb4d"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>ControlScheme</b> { <b>Mouse</b>, 
<b>Touch</b>, 
<b>Controller</b>
 }</td></tr>
<tr class="separator:a4e5eb0eddff9a963d74c66d97ee4fb4d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae74dc1c2fd6fdad27cf84c9896b1c3de"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ae74dc1c2fd6fdad27cf84c9896b1c3de">ClickNotification</a> { <b>None</b>, 
<b>Always</b>, 
<b>BasedOnDelta</b>
 }</td></tr>
<tr class="memdesc:ae74dc1c2fd6fdad27cf84c9896b1c3de"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the touch event will be sending out the OnClick notification at the end.  <a href="class_u_i_camera.html#ae74dc1c2fd6fdad27cf84c9896b1c3de">More...</a><br /></td></tr>
<tr class="separator:ae74dc1c2fd6fdad27cf84c9896b1c3de"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5886f96759a1295d8d0bd72c816358ae"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358ae">EventType</a> : int { <b>World_3D</b>, 
<b>UI_3D</b>, 
<b>World_2D</b>, 
<b>UI_2D</b>
 }</td></tr>
<tr class="memdesc:a5886f96759a1295d8d0bd72c816358ae"><td class="mdescLeft">&#160;</td><td class="mdescRight">Camera type controls how raycasts are handled by the <a class="el" href="class_u_i_camera.html" title="This script should be attached to each camera that&#39;s used to draw the objects with UI components on t...">UICamera</a>.  <a href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358ae">More...</a><br /></td></tr>
<tr class="separator:a5886f96759a1295d8d0bd72c816358ae"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a36214043f423f44347b6209b2017d188"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a36214043f423f44347b6209b2017d188"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>ProcessEventsIn</b> { <b>Update</b>, 
<b>LateUpdate</b>
 }</td></tr>
<tr class="separator:a36214043f423f44347b6209b2017d188"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a9851cc857bd36ecacd1d54ff8830985e"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a9851cc857bd36ecacd1d54ff8830985e"></a>
delegate bool&#160;</td><td class="memItemRight" valign="bottom"><b>GetKeyStateFunc</b> (KeyCode key)</td></tr>
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<tr class="memitem:aa4e98aec30a1918082d523fbcd1ac2a7"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aa4e98aec30a1918082d523fbcd1ac2a7"></a>
delegate float&#160;</td><td class="memItemRight" valign="bottom"><b>GetAxisFunc</b> (string name)</td></tr>
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delegate bool&#160;</td><td class="memItemRight" valign="bottom"><b>GetAnyKeyFunc</b> ()</td></tr>
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delegate <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetMouseDelegate</b> (int button)</td></tr>
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delegate <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetTouchDelegate</b> (int id, bool createIfMissing)</td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>RemoveTouchDelegate</b> (int id)</td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>OnScreenResize</b> ()</td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>OnCustomInput</b> ()</td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>OnSchemeChange</b> ()</td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>MoveDelegate</b> (Vector2 delta)</td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>VoidDelegate</b> (GameObject go)</td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>BoolDelegate</b> (GameObject go, bool state)</td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>FloatDelegate</b> (GameObject go, float delta)</td></tr>
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<tr class="memitem:a1c952239cc6bad919ca665ec5b0bbe76"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a1c952239cc6bad919ca665ec5b0bbe76"></a>
delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>VectorDelegate</b> (GameObject go, Vector2 delta)</td></tr>
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<tr class="memitem:afc48396284d9eb58a6c771206b4a1b3f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="afc48396284d9eb58a6c771206b4a1b3f"></a>
delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>ObjectDelegate</b> (GameObject go, GameObject obj)</td></tr>
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<tr class="memitem:a2b905170c88b87fa174239126a6a701f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a2b905170c88b87fa174239126a6a701f"></a>
delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>KeyCodeDelegate</b> (GameObject go, KeyCode key)</td></tr>
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<tr class="memitem:a085f7380f1924c99495eb1845fef0e75"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a085f7380f1924c99495eb1845fef0e75">ProcessMouse</a> ()</td></tr>
<tr class="memdesc:a085f7380f1924c99495eb1845fef0e75"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update mouse input.  <a href="#a085f7380f1924c99495eb1845fef0e75">More...</a><br /></td></tr>
<tr class="separator:a085f7380f1924c99495eb1845fef0e75"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1efd0719aaadefedc465c786033db8fc"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a1efd0719aaadefedc465c786033db8fc"></a>
delegate int&#160;</td><td class="memItemRight" valign="bottom"><b>GetTouchCountCallback</b> ()</td></tr>
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<tr class="memitem:aa00b44882ed04f7f4cee9fc85240697d"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aa00b44882ed04f7f4cee9fc85240697d"></a>
delegate <a class="el" href="class_u_i_camera_1_1_touch.html">Touch</a>&#160;</td><td class="memItemRight" valign="bottom"><b>GetTouchCallback</b> (int index)</td></tr>
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<tr class="memitem:ac3b5cffe0af522586260efcc3ce83102"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ac3b5cffe0af522586260efcc3ce83102">ProcessTouches</a> ()</td></tr>
<tr class="memdesc:ac3b5cffe0af522586260efcc3ce83102"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update touch-based events.  <a href="#ac3b5cffe0af522586260efcc3ce83102">More...</a><br /></td></tr>
<tr class="separator:ac3b5cffe0af522586260efcc3ce83102"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a74853f777eef1db069cc948997a0e3cc"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a74853f777eef1db069cc948997a0e3cc">ProcessOthers</a> ()</td></tr>
<tr class="memdesc:a74853f777eef1db069cc948997a0e3cc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Process keyboard and joystick events.  <a href="#a74853f777eef1db069cc948997a0e3cc">More...</a><br /></td></tr>
<tr class="separator:a74853f777eef1db069cc948997a0e3cc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a11499096073f2dcbc35ae2326419b4d0"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a11499096073f2dcbc35ae2326419b4d0">ProcessTouch</a> (bool pressed, bool released)</td></tr>
<tr class="memdesc:a11499096073f2dcbc35ae2326419b4d0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Process the events of the specified touch.  <a href="#a11499096073f2dcbc35ae2326419b4d0">More...</a><br /></td></tr>
<tr class="separator:a11499096073f2dcbc35ae2326419b4d0"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:a2b81f71e3034055aae4ce9c7f69c7d53"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a2b81f71e3034055aae4ce9c7f69c7d53">IsPartOfUI</a> (GameObject go)</td></tr>
<tr class="memdesc:a2b81f71e3034055aae4ce9c7f69c7d53"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether this object is a part of the UI or not.  <a href="#a2b81f71e3034055aae4ce9c7f69c7d53">More...</a><br /></td></tr>
<tr class="separator:a2b81f71e3034055aae4ce9c7f69c7d53"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afca81cce73e0d8d4d3ad982d4668e2d1"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#afca81cce73e0d8d4d3ad982d4668e2d1">IsPressed</a> (GameObject go)</td></tr>
<tr class="memdesc:afca81cce73e0d8d4d3ad982d4668e2d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns 'true' if any of the active touch, mouse or controller is currently holding the specified object.  <a href="#afca81cce73e0d8d4d3ad982d4668e2d1">More...</a><br /></td></tr>
<tr class="separator:afca81cce73e0d8d4d3ad982d4668e2d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afdf42574089a71ddf1712a99c3355edd"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#afdf42574089a71ddf1712a99c3355edd">CountInputSources</a> ()</td></tr>
<tr class="memdesc:afdf42574089a71ddf1712a99c3355edd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of active touches from all sources. Note that this will include the sum of touch, mouse and controller events. If you want only touch events, use activeTouches.Count.  <a href="#afdf42574089a71ddf1712a99c3355edd">More...</a><br /></td></tr>
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<tr class="memitem:a127e22ea40296f4edcdbc6d092304ed4"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a127e22ea40296f4edcdbc6d092304ed4">Raycast</a> (<a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a> touch)</td></tr>
<tr class="memdesc:a127e22ea40296f4edcdbc6d092304ed4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Raycast into the screen underneath the touch and update its 'current' value.  <a href="#a127e22ea40296f4edcdbc6d092304ed4">More...</a><br /></td></tr>
<tr class="separator:a127e22ea40296f4edcdbc6d092304ed4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad45b33561ee71123815d5c8a892a3566"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad45b33561ee71123815d5c8a892a3566">Raycast</a> (Vector3 inPos)</td></tr>
<tr class="memdesc:ad45b33561ee71123815d5c8a892a3566"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the object under the specified position.  <a href="#ad45b33561ee71123815d5c8a892a3566">More...</a><br /></td></tr>
<tr class="separator:ad45b33561ee71123815d5c8a892a3566"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a93b66f626686c043cf404c9a83728913"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a93b66f626686c043cf404c9a83728913">IsHighlighted</a> (GameObject go)</td></tr>
<tr class="memdesc:a93b66f626686c043cf404c9a83728913"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the specified object should be highlighted.  <a href="#a93b66f626686c043cf404c9a83728913">More...</a><br /></td></tr>
<tr class="separator:a93b66f626686c043cf404c9a83728913"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad14fd0b6f88c7a7ca0560bf68aa82525"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html">UICamera</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad14fd0b6f88c7a7ca0560bf68aa82525">FindCameraForLayer</a> (int layer)</td></tr>
<tr class="memdesc:ad14fd0b6f88c7a7ca0560bf68aa82525"><td class="mdescLeft">&#160;</td><td class="mdescRight">Find the camera responsible for handling events on objects of the specified layer.  <a href="#ad14fd0b6f88c7a7ca0560bf68aa82525">More...</a><br /></td></tr>
<tr class="separator:ad14fd0b6f88c7a7ca0560bf68aa82525"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a28c111ee7bd4b79a6fcffcafc39e720b"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a28c111ee7bd4b79a6fcffcafc39e720b">Notify</a> (GameObject go, string funcName, object obj)</td></tr>
<tr class="memdesc:a28c111ee7bd4b79a6fcffcafc39e720b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Generic notification function. Used in place of SendMessage to shorten the code and allow for more than one receiver.  <a href="#a28c111ee7bd4b79a6fcffcafc39e720b">More...</a><br /></td></tr>
<tr class="separator:a28c111ee7bd4b79a6fcffcafc39e720b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5929faa44a911af1352974fa03838661"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a5929faa44a911af1352974fa03838661">CancelNextTooltip</a> ()</td></tr>
<tr class="memdesc:a5929faa44a911af1352974fa03838661"><td class="mdescLeft">&#160;</td><td class="mdescRight">Cancel the next tooltip, preventing it from being shown. Moving the mouse again will reset this counter.  <a href="#a5929faa44a911af1352974fa03838661">More...</a><br /></td></tr>
<tr class="separator:a5929faa44a911af1352974fa03838661"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abf27c97bfd1c21fc43ae75fd720e2ed1"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#abf27c97bfd1c21fc43ae75fd720e2ed1">ShowTooltip</a> (GameObject go)</td></tr>
<tr class="memdesc:abf27c97bfd1c21fc43ae75fd720e2ed1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Show or hide the tooltip.  <a href="#abf27c97bfd1c21fc43ae75fd720e2ed1">More...</a><br /></td></tr>
<tr class="separator:abf27c97bfd1c21fc43ae75fd720e2ed1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3d9684ed70ac4280d71924d3dd1b7bea"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a3d9684ed70ac4280d71924d3dd1b7bea">HideTooltip</a> ()</td></tr>
<tr class="memdesc:a3d9684ed70ac4280d71924d3dd1b7bea"><td class="mdescLeft">&#160;</td><td class="mdescRight">Hide the tooltip, if one is visible.  <a href="#a3d9684ed70ac4280d71924d3dd1b7bea">More...</a><br /></td></tr>
<tr class="separator:a3d9684ed70ac4280d71924d3dd1b7bea"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a8c6f5a2ea1255c74ba8201663305a2b9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358ae">EventType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8c6f5a2ea1255c74ba8201663305a2b9">eventType</a> = EventType.UI_3D</td></tr>
<tr class="memdesc:a8c6f5a2ea1255c74ba8201663305a2b9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Event type &ndash; use "UI" for your user interfaces, and "World" for your game camera. This setting changes how raycasts are handled. Raycasts have to be more complicated for UI cameras.  <a href="#a8c6f5a2ea1255c74ba8201663305a2b9">More...</a><br /></td></tr>
<tr class="separator:a8c6f5a2ea1255c74ba8201663305a2b9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4d1357306f4e82a4a045ebc94987f438"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a4d1357306f4e82a4a045ebc94987f438">eventsGoToColliders</a> = false</td></tr>
<tr class="memdesc:a4d1357306f4e82a4a045ebc94987f438"><td class="mdescLeft">&#160;</td><td class="mdescRight">By default, events will go to rigidbodies when the Event Type is not UI. You can change this behaviour back to how it was pre-3.7.0 using this flag.  <a href="#a4d1357306f4e82a4a045ebc94987f438">More...</a><br /></td></tr>
<tr class="separator:a4d1357306f4e82a4a045ebc94987f438"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad10a4cbcbd70f2520871cef9abc44a4a"><td class="memItemLeft" align="right" valign="top">LayerMask&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad10a4cbcbd70f2520871cef9abc44a4a">eventReceiverMask</a> = -1</td></tr>
<tr class="memdesc:ad10a4cbcbd70f2520871cef9abc44a4a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Which layers will receive events.  <a href="#ad10a4cbcbd70f2520871cef9abc44a4a">More...</a><br /></td></tr>
<tr class="separator:ad10a4cbcbd70f2520871cef9abc44a4a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a07c77731e51d17576e36e94e7179e0f4"><td class="memItemLeft" align="right" valign="top">ProcessEventsIn&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a07c77731e51d17576e36e94e7179e0f4">processEventsIn</a> = ProcessEventsIn.Update</td></tr>
<tr class="memdesc:a07c77731e51d17576e36e94e7179e0f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">When events will be processed.  <a href="#a07c77731e51d17576e36e94e7179e0f4">More...</a><br /></td></tr>
<tr class="separator:a07c77731e51d17576e36e94e7179e0f4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a830430c892ea9c7b5e09a9b2a0fe1b74"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a830430c892ea9c7b5e09a9b2a0fe1b74">debug</a> = false</td></tr>
<tr class="memdesc:a830430c892ea9c7b5e09a9b2a0fe1b74"><td class="mdescLeft">&#160;</td><td class="mdescRight">If 'true', currently hovered object will be shown in the top left corner.  <a href="#a830430c892ea9c7b5e09a9b2a0fe1b74">More...</a><br /></td></tr>
<tr class="separator:a830430c892ea9c7b5e09a9b2a0fe1b74"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adf6b7fac9b260a5fbd6896399032de5b"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#adf6b7fac9b260a5fbd6896399032de5b">useMouse</a> = true</td></tr>
<tr class="memdesc:adf6b7fac9b260a5fbd6896399032de5b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the mouse input is used.  <a href="#adf6b7fac9b260a5fbd6896399032de5b">More...</a><br /></td></tr>
<tr class="separator:adf6b7fac9b260a5fbd6896399032de5b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6a069dcb93f4d85385598bab969e669a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a6a069dcb93f4d85385598bab969e669a">useTouch</a> = true</td></tr>
<tr class="memdesc:a6a069dcb93f4d85385598bab969e669a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the touch-based input is used.  <a href="#a6a069dcb93f4d85385598bab969e669a">More...</a><br /></td></tr>
<tr class="separator:a6a069dcb93f4d85385598bab969e669a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adfd2182e51c8c84a5da6ede1b6b16041"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#adfd2182e51c8c84a5da6ede1b6b16041">allowMultiTouch</a> = true</td></tr>
<tr class="memdesc:adfd2182e51c8c84a5da6ede1b6b16041"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether multi-touch is allowed.  <a href="#adfd2182e51c8c84a5da6ede1b6b16041">More...</a><br /></td></tr>
<tr class="separator:adfd2182e51c8c84a5da6ede1b6b16041"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1f0456e5ef29c997ea8df5e03546a2f6"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a1f0456e5ef29c997ea8df5e03546a2f6">useKeyboard</a> = true</td></tr>
<tr class="memdesc:a1f0456e5ef29c997ea8df5e03546a2f6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the keyboard events will be processed.  <a href="#a1f0456e5ef29c997ea8df5e03546a2f6">More...</a><br /></td></tr>
<tr class="separator:a1f0456e5ef29c997ea8df5e03546a2f6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6204d6bd57dd719964b8360f5dde3ae4"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a6204d6bd57dd719964b8360f5dde3ae4">useController</a> = true</td></tr>
<tr class="memdesc:a6204d6bd57dd719964b8360f5dde3ae4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the joystick and controller events will be processed.  <a href="#a6204d6bd57dd719964b8360f5dde3ae4">More...</a><br /></td></tr>
<tr class="separator:a6204d6bd57dd719964b8360f5dde3ae4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a13cfe9415bf213b671e741bcfcf30012"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a13cfe9415bf213b671e741bcfcf30012">stickyTooltip</a> = true</td></tr>
<tr class="memdesc:a13cfe9415bf213b671e741bcfcf30012"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the tooltip will disappear as soon as the mouse moves (false) or only if the mouse moves outside of the widget's area (true).  <a href="#a13cfe9415bf213b671e741bcfcf30012">More...</a><br /></td></tr>
<tr class="separator:a13cfe9415bf213b671e741bcfcf30012"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8cc400fbb26bce6eba53689eb2b0c692"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8cc400fbb26bce6eba53689eb2b0c692">tooltipDelay</a> = 1f</td></tr>
<tr class="memdesc:a8cc400fbb26bce6eba53689eb2b0c692"><td class="mdescLeft">&#160;</td><td class="mdescRight">How long of a delay to expect before showing the tooltip.  <a href="#a8cc400fbb26bce6eba53689eb2b0c692">More...</a><br /></td></tr>
<tr class="separator:a8cc400fbb26bce6eba53689eb2b0c692"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a52cf475c6fc0893fb910c8651338da08"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a52cf475c6fc0893fb910c8651338da08">longPressTooltip</a> = false</td></tr>
<tr class="memdesc:a52cf475c6fc0893fb910c8651338da08"><td class="mdescLeft">&#160;</td><td class="mdescRight">If enabled, a tooltip will be shown after touch gets pressed on something and held for more than "tooltipDelay" seconds.  <a href="#a52cf475c6fc0893fb910c8651338da08">More...</a><br /></td></tr>
<tr class="separator:a52cf475c6fc0893fb910c8651338da08"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8c952caf66216e4a2fb3895c760246b4"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8c952caf66216e4a2fb3895c760246b4">mouseDragThreshold</a> = 4f</td></tr>
<tr class="memdesc:a8c952caf66216e4a2fb3895c760246b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">How much the mouse has to be moved after pressing a button before it starts to send out drag events.  <a href="#a8c952caf66216e4a2fb3895c760246b4">More...</a><br /></td></tr>
<tr class="separator:a8c952caf66216e4a2fb3895c760246b4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8d7c3571887325dcdd873513610e3f6f"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8d7c3571887325dcdd873513610e3f6f">mouseClickThreshold</a> = 10f</td></tr>
<tr class="memdesc:a8d7c3571887325dcdd873513610e3f6f"><td class="mdescLeft">&#160;</td><td class="mdescRight">How far the mouse is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta.  <a href="#a8d7c3571887325dcdd873513610e3f6f">More...</a><br /></td></tr>
<tr class="separator:a8d7c3571887325dcdd873513610e3f6f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a93f77cb96bbef2be2eadc774db18d12e"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a93f77cb96bbef2be2eadc774db18d12e">touchDragThreshold</a> = 40f</td></tr>
<tr class="memdesc:a93f77cb96bbef2be2eadc774db18d12e"><td class="mdescLeft">&#160;</td><td class="mdescRight">How much the mouse has to be moved after pressing a button before it starts to send out drag events.  <a href="#a93f77cb96bbef2be2eadc774db18d12e">More...</a><br /></td></tr>
<tr class="separator:a93f77cb96bbef2be2eadc774db18d12e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a582dfe30c14651db20c5c60ab2328ae5"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a582dfe30c14651db20c5c60ab2328ae5">touchClickThreshold</a> = 40f</td></tr>
<tr class="memdesc:a582dfe30c14651db20c5c60ab2328ae5"><td class="mdescLeft">&#160;</td><td class="mdescRight">How far the touch is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta.  <a href="#a582dfe30c14651db20c5c60ab2328ae5">More...</a><br /></td></tr>
<tr class="separator:a582dfe30c14651db20c5c60ab2328ae5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a43b61d474b7bf64397a0dde3b48bf538"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a43b61d474b7bf64397a0dde3b48bf538">rangeDistance</a> = -1f</td></tr>
<tr class="memdesc:a43b61d474b7bf64397a0dde3b48bf538"><td class="mdescLeft">&#160;</td><td class="mdescRight">Raycast range distance. By default it's as far as the camera can see.  <a href="#a43b61d474b7bf64397a0dde3b48bf538">More...</a><br /></td></tr>
<tr class="separator:a43b61d474b7bf64397a0dde3b48bf538"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac18ef6e9e6834d224cd2c5bdddb368fe"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ac18ef6e9e6834d224cd2c5bdddb368fe">horizontalAxisName</a> = &quot;Horizontal&quot;</td></tr>
<tr class="memdesc:ac18ef6e9e6834d224cd2c5bdddb368fe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the axis used to send left and right key events.  <a href="#ac18ef6e9e6834d224cd2c5bdddb368fe">More...</a><br /></td></tr>
<tr class="separator:ac18ef6e9e6834d224cd2c5bdddb368fe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5ecf6a4c0948777bda562d9c8629b052"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a5ecf6a4c0948777bda562d9c8629b052">verticalAxisName</a> = &quot;Vertical&quot;</td></tr>
<tr class="memdesc:a5ecf6a4c0948777bda562d9c8629b052"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the axis used to send up and down key events.  <a href="#a5ecf6a4c0948777bda562d9c8629b052">More...</a><br /></td></tr>
<tr class="separator:a5ecf6a4c0948777bda562d9c8629b052"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa4b8a4c715d1e46f0bafd76fb98311b4"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aa4b8a4c715d1e46f0bafd76fb98311b4">horizontalPanAxisName</a> = null</td></tr>
<tr class="memdesc:aa4b8a4c715d1e46f0bafd76fb98311b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the horizontal axis used to move scroll views and sliders around.  <a href="#aa4b8a4c715d1e46f0bafd76fb98311b4">More...</a><br /></td></tr>
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<tr class="memitem:ab377389e073ce08bb11bd934c1a821c8"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ab377389e073ce08bb11bd934c1a821c8">verticalPanAxisName</a> = null</td></tr>
<tr class="memdesc:ab377389e073ce08bb11bd934c1a821c8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the vertical axis used to move scroll views and sliders around.  <a href="#ab377389e073ce08bb11bd934c1a821c8">More...</a><br /></td></tr>
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<tr class="memitem:a9a67421efe632a5dc14804c517579a7a"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a9a67421efe632a5dc14804c517579a7a">scrollAxisName</a> = &quot;Mouse ScrollWheel&quot;</td></tr>
<tr class="memdesc:a9a67421efe632a5dc14804c517579a7a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the axis used for scrolling.  <a href="#a9a67421efe632a5dc14804c517579a7a">More...</a><br /></td></tr>
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<tr class="memitem:ad963a6c877a8b5e13741a6a14efca246"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad963a6c877a8b5e13741a6a14efca246">commandClick</a> = true</td></tr>
<tr class="memdesc:ad963a6c877a8b5e13741a6a14efca246"><td class="mdescLeft">&#160;</td><td class="mdescRight">Simulate a right-click on OSX when the Command key is held and a left-click is used (for trackpad).  <a href="#ad963a6c877a8b5e13741a6a14efca246">More...</a><br /></td></tr>
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<tr class="memitem:aab722097b3ec17dbf119a171bf4ade8e"><td class="memItemLeft" align="right" valign="top">KeyCode&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aab722097b3ec17dbf119a171bf4ade8e">submitKey0</a> = KeyCode.Return</td></tr>
<tr class="memdesc:aab722097b3ec17dbf119a171bf4ade8e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Various keys used by the camera.  <a href="#aab722097b3ec17dbf119a171bf4ade8e">More...</a><br /></td></tr>
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KeyCode&#160;</td><td class="memItemRight" valign="bottom"><b>submitKey1</b> = KeyCode.JoystickButton0</td></tr>
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KeyCode&#160;</td><td class="memItemRight" valign="bottom"><b>cancelKey0</b> = KeyCode.Escape</td></tr>
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KeyCode&#160;</td><td class="memItemRight" valign="bottom"><b>cancelKey1</b> = KeyCode.JoystickButton1</td></tr>
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<tr class="memitem:abb9fa1444edb12038ec7c9a6605c6783"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#abb9fa1444edb12038ec7c9a6605c6783">autoHideCursor</a> = true</td></tr>
<tr class="memdesc:abb9fa1444edb12038ec7c9a6605c6783"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether NGUI will automatically hide the mouse cursor when controller or touch input is detected.  <a href="#abb9fa1444edb12038ec7c9a6605c6783">More...</a><br /></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
Static Public Attributes</h2></td></tr>
<tr class="memitem:a0ed1a4afe303561e3a17f98dc97241f0"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_better_list.html">BetterList</a>&lt; <a class="el" href="class_u_i_camera.html">UICamera</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a0ed1a4afe303561e3a17f98dc97241f0">list</a> = new <a class="el" href="class_better_list.html">BetterList</a>&lt;<a class="el" href="class_u_i_camera.html">UICamera</a>&gt;()</td></tr>
<tr class="memdesc:a0ed1a4afe303561e3a17f98dc97241f0"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of all active cameras in the scene.  <a href="#a0ed1a4afe303561e3a17f98dc97241f0">More...</a><br /></td></tr>
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<tr class="memitem:aa22d2c2b7253302865f4253e39fa3b06"><td class="memItemLeft" align="right" valign="top">static GetKeyStateFunc&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aa22d2c2b7253302865f4253e39fa3b06">GetKeyDown</a></td></tr>
<tr class="memdesc:aa22d2c2b7253302865f4253e39fa3b06"><td class="mdescLeft">&#160;</td><td class="mdescRight">GetKeyDown function &ndash; return whether the specified key was pressed this Update().  <a href="#aa22d2c2b7253302865f4253e39fa3b06">More...</a><br /></td></tr>
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<tr class="memitem:a8acf6589480be8983c29730e81e01bc8"><td class="memItemLeft" align="right" valign="top">static GetKeyStateFunc&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8acf6589480be8983c29730e81e01bc8">GetKeyUp</a></td></tr>
<tr class="memdesc:a8acf6589480be8983c29730e81e01bc8"><td class="mdescLeft">&#160;</td><td class="mdescRight">GetKeyDown function &ndash; return whether the specified key was released this Update().  <a href="#a8acf6589480be8983c29730e81e01bc8">More...</a><br /></td></tr>
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<tr class="memitem:a9229a0fb4bb2283776a7edd444df9d1b"><td class="memItemLeft" align="right" valign="top">static GetKeyStateFunc&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a9229a0fb4bb2283776a7edd444df9d1b">GetKey</a></td></tr>
<tr class="memdesc:a9229a0fb4bb2283776a7edd444df9d1b"><td class="mdescLeft">&#160;</td><td class="mdescRight">GetKey function &ndash; return whether the specified key is currently held.  <a href="#a9229a0fb4bb2283776a7edd444df9d1b">More...</a><br /></td></tr>
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<tr class="memitem:aacea22e22cc7acc90e6425dce02fba66"><td class="memItemLeft" align="right" valign="top">static GetAxisFunc&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aacea22e22cc7acc90e6425dce02fba66">GetAxis</a></td></tr>
<tr class="memdesc:aacea22e22cc7acc90e6425dce02fba66"><td class="mdescLeft">&#160;</td><td class="mdescRight">GetAxis function &ndash; return the state of the specified axis.  <a href="#aacea22e22cc7acc90e6425dce02fba66">More...</a><br /></td></tr>
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<tr class="memitem:a8032df88ce5bd314c55ba88b0fbe3f44"><td class="memItemLeft" align="right" valign="top">static GetAnyKeyFunc&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8032df88ce5bd314c55ba88b0fbe3f44">GetAnyKeyDown</a></td></tr>
<tr class="memdesc:a8032df88ce5bd314c55ba88b0fbe3f44"><td class="mdescLeft">&#160;</td><td class="mdescRight">User-settable Input.anyKeyDown  <a href="#a8032df88ce5bd314c55ba88b0fbe3f44">More...</a><br /></td></tr>
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<tr class="memitem:a3f21f002f998e9d107df5cfd65d66f93"><td class="memItemLeft" align="right" valign="top">static GetMouseDelegate&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a3f21f002f998e9d107df5cfd65d66f93">GetMouse</a> = delegate(int button) { return mMouse[button]; }</td></tr>
<tr class="memdesc:a3f21f002f998e9d107df5cfd65d66f93"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the details of the specified mouse button.  <a href="#a3f21f002f998e9d107df5cfd65d66f93">More...</a><br /></td></tr>
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<tr class="memitem:ac2353a991ae734f40c6c6cc289d64eab"><td class="memItemLeft" align="right" valign="top">static GetTouchDelegate&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ac2353a991ae734f40c6c6cc289d64eab">GetTouch</a></td></tr>
<tr class="memdesc:ac2353a991ae734f40c6c6cc289d64eab"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get or create a touch event. If you are trying to iterate through a list of active touches, use activeTouches instead.  <a href="#ac2353a991ae734f40c6c6cc289d64eab">More...</a><br /></td></tr>
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<tr class="memitem:a6823647c6da5bd42173c7c0852f3301c"><td class="memItemLeft" align="right" valign="top">static RemoveTouchDelegate&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a6823647c6da5bd42173c7c0852f3301c">RemoveTouch</a></td></tr>
<tr class="memdesc:a6823647c6da5bd42173c7c0852f3301c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a touch event from the list.  <a href="#a6823647c6da5bd42173c7c0852f3301c">More...</a><br /></td></tr>
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<tr class="memitem:a5a991daa7f05052251ad89172290cfed"><td class="memItemLeft" align="right" valign="top">static OnScreenResize&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a5a991daa7f05052251ad89172290cfed">onScreenResize</a></td></tr>
<tr class="memdesc:a5a991daa7f05052251ad89172290cfed"><td class="mdescLeft">&#160;</td><td class="mdescRight">Delegate triggered when the screen size changes for any reason. Subscribe to it if you don't want to compare Screen.width and Screen.height each frame.  <a href="#a5a991daa7f05052251ad89172290cfed">More...</a><br /></td></tr>
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<tr class="memitem:a488a67f5485957579b8be42caaa1d1ca"><td class="memItemLeft" align="right" valign="top">static OnCustomInput&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a488a67f5485957579b8be42caaa1d1ca">onCustomInput</a></td></tr>
<tr class="memdesc:a488a67f5485957579b8be42caaa1d1ca"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom input processing logic, if desired. For example: WP7 touches. Use <a class="el" href="class_u_i_camera.html#a4e0997ac051bd5012d25e43d64cd591c" title="UICamera that sent out the event. ">UICamera.current</a> to get the current camera.  <a href="#a488a67f5485957579b8be42caaa1d1ca">More...</a><br /></td></tr>
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<tr class="memitem:afd90ec899055b73a532d8ff39df6f293"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#afd90ec899055b73a532d8ff39df6f293">showTooltips</a> = true</td></tr>
<tr class="memdesc:afd90ec899055b73a532d8ff39df6f293"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether tooltips will be shown or not.  <a href="#afd90ec899055b73a532d8ff39df6f293">More...</a><br /></td></tr>
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<tr class="memitem:a592165fbd70807d69d8a40e09cbd4f9f"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a592165fbd70807d69d8a40e09cbd4f9f">ignoreAllEvents</a> = false</td></tr>
<tr class="memdesc:a592165fbd70807d69d8a40e09cbd4f9f"><td class="mdescLeft">&#160;</td><td class="mdescRight">If set to 'true', all events will be ignored until set to 'true'.  <a href="#a592165fbd70807d69d8a40e09cbd4f9f">More...</a><br /></td></tr>
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<tr class="memitem:aa7e5bc0bc879d0d809b2d3546ab6342c"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aa7e5bc0bc879d0d809b2d3546ab6342c">ignoreControllerInput</a> = false</td></tr>
<tr class="memdesc:aa7e5bc0bc879d0d809b2d3546ab6342c"><td class="mdescLeft">&#160;</td><td class="mdescRight">If set to 'true', controller input will be flat-out ignored. Permanently, for all cameras.  <a href="#aa7e5bc0bc879d0d809b2d3546ab6342c">More...</a><br /></td></tr>
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<tr class="memitem:a2e59dfe2dd336aef490cb70163c5e821"><td class="memItemLeft" align="right" valign="top">static Vector3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a2e59dfe2dd336aef490cb70163c5e821">lastWorldPosition</a> = Vector3.zero</td></tr>
<tr class="memdesc:a2e59dfe2dd336aef490cb70163c5e821"><td class="mdescLeft">&#160;</td><td class="mdescRight">Position of the last touch (or mouse) event in the world.  <a href="#a2e59dfe2dd336aef490cb70163c5e821">More...</a><br /></td></tr>
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<tr class="memitem:ab4d06d2bad19189313c65a473ac4fc59"><td class="memItemLeft" align="right" valign="top">static Ray&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ab4d06d2bad19189313c65a473ac4fc59">lastWorldRay</a> = new Ray()</td></tr>
<tr class="memdesc:ab4d06d2bad19189313c65a473ac4fc59"><td class="mdescLeft">&#160;</td><td class="mdescRight">Last raycast into the world space.  <a href="#ab4d06d2bad19189313c65a473ac4fc59">More...</a><br /></td></tr>
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<tr class="memitem:a95028b411b80c9afb016568f7a6f9f60"><td class="memItemLeft" align="right" valign="top">static RaycastHit&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a95028b411b80c9afb016568f7a6f9f60">lastHit</a></td></tr>
<tr class="memdesc:a95028b411b80c9afb016568f7a6f9f60"><td class="mdescLeft">&#160;</td><td class="mdescRight">Last raycast hit prior to sending out the event. This is useful if you want detailed information about what was actually hit in your OnClick, OnHover, and other event functions. Note that this is not going to be valid if you're using 2D colliders.  <a href="#a95028b411b80c9afb016568f7a6f9f60">More...</a><br /></td></tr>
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<tr class="memitem:a4e0997ac051bd5012d25e43d64cd591c"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html">UICamera</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a4e0997ac051bd5012d25e43d64cd591c">current</a> = null</td></tr>
<tr class="memdesc:a4e0997ac051bd5012d25e43d64cd591c"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_u_i_camera.html" title="This script should be attached to each camera that&#39;s used to draw the objects with UI components on t...">UICamera</a> that sent out the event.  <a href="#a4e0997ac051bd5012d25e43d64cd591c">More...</a><br /></td></tr>
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<tr class="memitem:a51244d87d2cc49fd6a36a7ba3adc6c2d"><td class="memItemLeft" align="right" valign="top">static Camera&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a51244d87d2cc49fd6a36a7ba3adc6c2d">currentCamera</a> = null</td></tr>
<tr class="memdesc:a51244d87d2cc49fd6a36a7ba3adc6c2d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Last camera active prior to sending out the event. This will always be the camera that actually sent out the event.  <a href="#a51244d87d2cc49fd6a36a7ba3adc6c2d">More...</a><br /></td></tr>
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<tr class="memitem:ab288d765b90d54f55788a023e4caa5b3"><td class="memItemLeft" align="right" valign="top">static OnSchemeChange&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ab288d765b90d54f55788a023e4caa5b3">onSchemeChange</a></td></tr>
<tr class="memdesc:ab288d765b90d54f55788a023e4caa5b3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Delegate called when the control scheme changes.  <a href="#ab288d765b90d54f55788a023e4caa5b3">More...</a><br /></td></tr>
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<tr class="memitem:aa4c322acf4d2b835f54ed5107016acb4"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aa4c322acf4d2b835f54ed5107016acb4">currentTouchID</a> = -100</td></tr>
<tr class="memdesc:aa4c322acf4d2b835f54ed5107016acb4"><td class="mdescLeft">&#160;</td><td class="mdescRight">ID of the touch or mouse operation prior to sending out the event. Mouse ID is '-1' for left, '-2' for right mouse button, '-3' for middle.  <a href="#aa4c322acf4d2b835f54ed5107016acb4">More...</a><br /></td></tr>
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<tr class="memitem:ad35b49cdf0860229eaca72de7b6ba985"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad35b49cdf0860229eaca72de7b6ba985">currentTouch</a> = null</td></tr>
<tr class="memdesc:ad35b49cdf0860229eaca72de7b6ba985"><td class="mdescLeft">&#160;</td><td class="mdescRight">Current touch, set before any event function gets called.  <a href="#ad35b49cdf0860229eaca72de7b6ba985">More...</a><br /></td></tr>
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<tr class="memitem:a75cb3015ddda622ab7460750f3c6fb88"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a75cb3015ddda622ab7460750f3c6fb88">fallThrough</a></td></tr>
<tr class="memdesc:a75cb3015ddda622ab7460750f3c6fb88"><td class="mdescLeft">&#160;</td><td class="mdescRight">If events don't get handled, they will be forwarded to this game object.  <a href="#a75cb3015ddda622ab7460750f3c6fb88">More...</a><br /></td></tr>
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<tr class="memitem:aa0e2f168d2778fba7cb87397a1d0c198"><td class="memItemLeft" align="right" valign="top">static VoidDelegate&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aa0e2f168d2778fba7cb87397a1d0c198">onClick</a></td></tr>
<tr class="memdesc:aa0e2f168d2778fba7cb87397a1d0c198"><td class="mdescLeft">&#160;</td><td class="mdescRight">These notifications are sent out prior to the actual event going out.  <a href="#aa0e2f168d2778fba7cb87397a1d0c198">More...</a><br /></td></tr>
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static VoidDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onDoubleClick</b></td></tr>
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static BoolDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onHover</b></td></tr>
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static BoolDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onPress</b></td></tr>
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static BoolDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onSelect</b></td></tr>
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static FloatDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onScroll</b></td></tr>
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static VectorDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onDrag</b></td></tr>
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static VoidDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onDragStart</b></td></tr>
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static ObjectDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onDragOver</b></td></tr>
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static ObjectDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onDragOut</b></td></tr>
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static VoidDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onDragEnd</b></td></tr>
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static ObjectDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onDrop</b></td></tr>
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static KeyCodeDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onKey</b></td></tr>
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static KeyCodeDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onNavigate</b></td></tr>
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static VectorDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onPan</b></td></tr>
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static BoolDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onTooltip</b></td></tr>
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static MoveDelegate&#160;</td><td class="memItemRight" valign="bottom"><b>onMouseMove</b></td></tr>
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static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><b>controller</b> = new <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>()</td></tr>
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<tr class="memitem:aace42c2ef7aec9d4fe346ba238c3ec0e"><td class="memItemLeft" align="right" valign="top">static List&lt; <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aace42c2ef7aec9d4fe346ba238c3ec0e">activeTouches</a> = new List&lt;<a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&gt;()</td></tr>
<tr class="memdesc:aace42c2ef7aec9d4fe346ba238c3ec0e"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of all the active touches.  <a href="#aace42c2ef7aec9d4fe346ba238c3ec0e">More...</a><br /></td></tr>
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<tr class="memitem:a2c23aace6f230d1b49c719d1b4d906e6"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a2c23aace6f230d1b49c719d1b4d906e6">isDragging</a> = false</td></tr>
<tr class="memdesc:a2c23aace6f230d1b49c719d1b4d906e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set to 'true' just before OnDrag-related events are sent. No longer needed, but kept for backwards compatibility.  <a href="#a2c23aace6f230d1b49c719d1b4d906e6">More...</a><br /></td></tr>
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static GetTouchCountCallback&#160;</td><td class="memItemRight" valign="bottom"><b>GetInputTouchCount</b></td></tr>
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static GetTouchCallback&#160;</td><td class="memItemRight" valign="bottom"><b>GetInputTouch</b></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a8774235a31517ef324469ba17ba52aec"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a8774235a31517ef324469ba17ba52aec"></a>
bool&#160;</td><td class="memItemRight" valign="bottom"><b>stickyPress</b><code> [get]</code></td></tr>
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<tr class="memitem:a250232b8e33e4513aadc25beb8cc6686"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a250232b8e33e4513aadc25beb8cc6686">disableController</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a250232b8e33e4513aadc25beb8cc6686"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether controller input will be temporarily disabled or not. It's useful to be able to turn off controller interaction and only turn it on when the UI is actually visible.  <a href="#a250232b8e33e4513aadc25beb8cc6686">More...</a><br /></td></tr>
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<tr class="memitem:a671393febe2d9a4e0b4eb392154144c3"><td class="memItemLeft" align="right" valign="top">static Vector2&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a671393febe2d9a4e0b4eb392154144c3">lastTouchPosition</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a671393febe2d9a4e0b4eb392154144c3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Position of the last touch (or mouse) event.  <a href="#a671393febe2d9a4e0b4eb392154144c3">More...</a><br /></td></tr>
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<tr class="memitem:ad1585393aea910474fa325712867f994"><td class="memItemLeft" align="right" valign="top">static Vector2&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad1585393aea910474fa325712867f994">lastEventPosition</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ad1585393aea910474fa325712867f994"><td class="mdescLeft">&#160;</td><td class="mdescRight">Position of the last touch (or mouse) event.  <a href="#ad1585393aea910474fa325712867f994">More...</a><br /></td></tr>
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<tr class="memitem:a313777e04eb9e18ab7ac4ab1ffdf16da"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html">UICamera</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a313777e04eb9e18ab7ac4ab1ffdf16da">first</a><code> [get]</code></td></tr>
<tr class="memdesc:a313777e04eb9e18ab7ac4ab1ffdf16da"><td class="mdescLeft">&#160;</td><td class="mdescRight">NGUI event system that will be handling all events.  <a href="#a313777e04eb9e18ab7ac4ab1ffdf16da">More...</a><br /></td></tr>
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<tr class="memitem:af74119a3c7f5817d9f6a030990627110"><td class="memItemLeft" align="right" valign="top">static ControlScheme&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#af74119a3c7f5817d9f6a030990627110">currentScheme</a><code> [get, set]</code></td></tr>
<tr class="memdesc:af74119a3c7f5817d9f6a030990627110"><td class="mdescLeft">&#160;</td><td class="mdescRight">Current control scheme. Derived from the last event to arrive.  <a href="#af74119a3c7f5817d9f6a030990627110">More...</a><br /></td></tr>
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<tr class="memitem:abd1100b00491a6b9984154f7753d9753"><td class="memItemLeft" align="right" valign="top">static KeyCode&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#abd1100b00491a6b9984154f7753d9753">currentKey</a><code> [get, set]</code></td></tr>
<tr class="memdesc:abd1100b00491a6b9984154f7753d9753"><td class="mdescLeft">&#160;</td><td class="mdescRight">Key that triggered the event, if any.  <a href="#abd1100b00491a6b9984154f7753d9753">More...</a><br /></td></tr>
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<tr class="memitem:a471e515fa7b670aa296558f602b740fe"><td class="memItemLeft" align="right" valign="top">static Ray&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a471e515fa7b670aa296558f602b740fe">currentRay</a><code> [get]</code></td></tr>
<tr class="memdesc:a471e515fa7b670aa296558f602b740fe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ray projected into the screen underneath the current touch.  <a href="#a471e515fa7b670aa296558f602b740fe">More...</a><br /></td></tr>
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<tr class="memitem:a4d742ded3a5266465a0a4b225cca315c"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a4d742ded3a5266465a0a4b225cca315c">inputHasFocus</a><code> [get]</code></td></tr>
<tr class="memdesc:a4d742ded3a5266465a0a4b225cca315c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether an input field currently has focus.  <a href="#a4d742ded3a5266465a0a4b225cca315c">More...</a><br /></td></tr>
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<tr class="memitem:a305f92aeebfb74e5196480556ed9be8a"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a305f92aeebfb74e5196480556ed9be8a">genericEventHandler</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a305f92aeebfb74e5196480556ed9be8a"><td class="mdescLeft">&#160;</td><td class="mdescRight">If set, this game object will receive all events regardless of whether they were handled or not.  <a href="#a305f92aeebfb74e5196480556ed9be8a">More...</a><br /></td></tr>
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<tr class="memitem:a244f80c5e8d87115b26476baad768bb2"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a244f80c5e8d87115b26476baad768bb2">mouse0</a><code> [get]</code></td></tr>
<tr class="memdesc:a244f80c5e8d87115b26476baad768bb2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Access to the mouse-related data. This is intended to be read-only.  <a href="#a244f80c5e8d87115b26476baad768bb2">More...</a><br /></td></tr>
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static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><b>mouse1</b><code> [get]</code></td></tr>
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static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><b>mouse2</b><code> [get]</code></td></tr>
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<tr class="memitem:a26ed6d2c8ff236c0280058ad253fa66b"><td class="memItemLeft" align="right" valign="top">Camera&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a26ed6d2c8ff236c0280058ad253fa66b">cachedCamera</a><code> [get]</code></td></tr>
<tr class="memdesc:a26ed6d2c8ff236c0280058ad253fa66b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Caching is always preferable for performance.  <a href="#a26ed6d2c8ff236c0280058ad253fa66b">More...</a><br /></td></tr>
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<tr class="memitem:ab2d1d4cd5bbb4e6e8f2d09bff33af3f5"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ab2d1d4cd5bbb4e6e8f2d09bff33af3f5">tooltipObject</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ab2d1d4cd5bbb4e6e8f2d09bff33af3f5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Object that should be showing the tooltip.  <a href="#ab2d1d4cd5bbb4e6e8f2d09bff33af3f5">More...</a><br /></td></tr>
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<tr class="memitem:ac542f594135d34254055bfc60c757afd"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ac542f594135d34254055bfc60c757afd">isOverUI</a><code> [get]</code></td></tr>
<tr class="memdesc:ac542f594135d34254055bfc60c757afd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the last raycast was over the UI.  <a href="#ac542f594135d34254055bfc60c757afd">More...</a><br /></td></tr>
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<tr class="memitem:abd66296d182224986f0f513e59fb2479"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#abd66296d182224986f0f513e59fb2479">uiHasFocus</a><code> [get]</code></td></tr>
<tr class="memdesc:abd66296d182224986f0f513e59fb2479"><td class="mdescLeft">&#160;</td><td class="mdescRight">Much like 'isOverUI', but also returns 'true' if there is currently an active mouse press on a UI element, or if a UI input has focus.  <a href="#abd66296d182224986f0f513e59fb2479">More...</a><br /></td></tr>
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<tr class="memitem:ab3958359b25e819bd43c33a8759175c7"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ab3958359b25e819bd43c33a8759175c7">interactingWithUI</a><code> [get]</code></td></tr>
<tr class="memdesc:ab3958359b25e819bd43c33a8759175c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether there is a active current focus on the UI &ndash; either input, or an active touch.  <a href="#ab3958359b25e819bd43c33a8759175c7">More...</a><br /></td></tr>
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<tr class="memitem:a160bd9246c107025608f9f19147a64e7"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a160bd9246c107025608f9f19147a64e7">hoveredObject</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a160bd9246c107025608f9f19147a64e7"><td class="mdescLeft">&#160;</td><td class="mdescRight">The object over which the mouse is hovering over, or the object currently selected by the controller input. Mouse and controller input share the same hovered object, while touches have no hovered object at all. Checking this value from within a touch-based event will simply return the current touched object.  <a href="#a160bd9246c107025608f9f19147a64e7">More...</a><br /></td></tr>
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<tr class="memitem:a923b26cb61002427f2d29e12b012b156"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a923b26cb61002427f2d29e12b012b156">controllerNavigationObject</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a923b26cb61002427f2d29e12b012b156"><td class="mdescLeft">&#160;</td><td class="mdescRight">Currently chosen object for controller-based navigation.  <a href="#a923b26cb61002427f2d29e12b012b156">More...</a><br /></td></tr>
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<tr class="memitem:a7484bf1bd9b1cfdb89371436b701bc8a"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a7484bf1bd9b1cfdb89371436b701bc8a">selectedObject</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7484bf1bd9b1cfdb89371436b701bc8a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Selected object receives exclusive focus. An input field requires exclusive focus in order to type, for example. Any object is capable of grabbing the selection just by clicking on that object, but only one object can be selected at a time.  <a href="#a7484bf1bd9b1cfdb89371436b701bc8a">More...</a><br /></td></tr>
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static int&#160;</td><td class="memItemRight" valign="bottom"><b>touchCount</b><code> [get]</code></td></tr>
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<tr class="memitem:addeb630fec98e81edc85c172fa57f495"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#addeb630fec98e81edc85c172fa57f495">dragCount</a><code> [get]</code></td></tr>
<tr class="memdesc:addeb630fec98e81edc85c172fa57f495"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of active drag events from all sources.  <a href="#addeb630fec98e81edc85c172fa57f495">More...</a><br /></td></tr>
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<tr class="memitem:a113d0219806ce948c76de4dbdb3ed75a"><td class="memItemLeft" align="right" valign="top">static Camera&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a113d0219806ce948c76de4dbdb3ed75a">mainCamera</a><code> [get]</code></td></tr>
<tr class="memdesc:a113d0219806ce948c76de4dbdb3ed75a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience function that returns the main HUD camera.  <a href="#a113d0219806ce948c76de4dbdb3ed75a">More...</a><br /></td></tr>
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<tr class="memitem:a38c3da5676befdd4b64f86acfb71ad38"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html">UICamera</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a38c3da5676befdd4b64f86acfb71ad38">eventHandler</a><code> [get]</code></td></tr>
<tr class="memdesc:a38c3da5676befdd4b64f86acfb71ad38"><td class="mdescLeft">&#160;</td><td class="mdescRight">Event handler for all types of events.  <a href="#a38c3da5676befdd4b64f86acfb71ad38">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>This script should be attached to each camera that's used to draw the objects with UI components on them. This may mean only one camera (main camera or your UI camera), or multiple cameras if you happen to have multiple viewports. Failing to attach this script simply means that objects drawn by this camera won't receive UI notifications: </p>
<ul>
<li>OnHover (isOver) is sent when the mouse hovers over a collider or moves away.</li>
<li>OnPress (isDown) is sent when a mouse button gets pressed on the collider.</li>
<li>OnSelect (selected) is sent when a mouse button is first pressed on an object. Repeated presses won't result in an OnSelect(true).</li>
<li>OnClick () is sent when a mouse is pressed and released on the same object. <a class="el" href="class_u_i_camera.html#aa4c322acf4d2b835f54ed5107016acb4" title="ID of the touch or mouse operation prior to sending out the event. Mouse ID is &#39;-1&#39; for left...">UICamera.currentTouchID</a> tells you which button was clicked.</li>
<li>OnDoubleClick () is sent when the click happens twice within a fourth of a second. <a class="el" href="class_u_i_camera.html#aa4c322acf4d2b835f54ed5107016acb4" title="ID of the touch or mouse operation prior to sending out the event. Mouse ID is &#39;-1&#39; for left...">UICamera.currentTouchID</a> tells you which button was clicked.</li>
<li>OnDragStart () is sent to a game object under the touch just before the OnDrag() notifications begin.</li>
<li>OnDrag (delta) is sent to an object that's being dragged.</li>
<li>OnDragOver (draggedObject) is sent to a game object when another object is dragged over its area.</li>
<li>OnDragOut (draggedObject) is sent to a game object when another object is dragged out of its area.</li>
<li>OnDragEnd () is sent to a dragged object when the drag event finishes.</li>
<li>OnTooltip (show) is sent when the mouse hovers over a collider for some time without moving.</li>
<li>OnScroll (float delta) is sent out when the mouse scroll wheel is moved.</li>
<li>OnNavigate (KeyCode key) is sent when horizontal or vertical navigation axes are moved.</li>
<li>OnPan (Vector2 delta) is sent when when horizontal or vertical panning axes are moved.</li>
<li>OnKey (KeyCode key) is sent when keyboard or controller input is used. </li>
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</div><h2 class="groupheader">Member Enumeration Documentation</h2>
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<p>Whether the touch event will be sending out the OnClick notification at the end. </p>

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<p>Camera type controls how raycasts are handled by the <a class="el" href="class_u_i_camera.html" title="This script should be attached to each camera that&#39;s used to draw the objects with UI components on t...">UICamera</a>. </p>

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<h2 class="groupheader">Member Function Documentation</h2>
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<p>Cancel the next tooltip, preventing it from being shown. Moving the mouse again will reset this counter. </p>

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<p>Number of active touches from all sources. Note that this will include the sum of touch, mouse and controller events. If you want only touch events, use activeTouches.Count. </p>

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<p>Find the camera responsible for handling events on objects of the specified layer. </p>

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<p>Hide the tooltip, if one is visible. </p>

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<p>Whether the specified object should be highlighted. </p>

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<p>Whether this object is a part of the UI or not. </p>

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<p>Returns 'true' if any of the active touch, mouse or controller is currently holding the specified object. </p>

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<p>Generic notification function. Used in place of SendMessage to shorten the code and allow for more than one receiver. </p>

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<p>Update mouse input. </p>

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<p>Process keyboard and joystick events. </p>

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<p>Process the events of the specified touch. </p>

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<p>Update touch-based events. </p>

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<p>Raycast into the screen underneath the touch and update its 'current' value. </p>

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<p>Returns the object under the specified position. </p>

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<p>Show or hide the tooltip. </p>

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<h2 class="groupheader">Member Data Documentation</h2>
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          <td class="memname">List&lt;<a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&gt; UICamera.activeTouches = new List&lt;<a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&gt;()</td>
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<p>List of all the active touches. </p>

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<p>Whether multi-touch is allowed. </p>

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<p>Whether NGUI will automatically hide the mouse cursor when controller or touch input is detected. </p>

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<p>Simulate a right-click on OSX when the Command key is held and a left-click is used (for trackpad). </p>

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<p><a class="el" href="class_u_i_camera.html" title="This script should be attached to each camera that&#39;s used to draw the objects with UI components on t...">UICamera</a> that sent out the event. </p>

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<p>Last camera active prior to sending out the event. This will always be the camera that actually sent out the event. </p>

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<p>Current touch, set before any event function gets called. </p>

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<p>ID of the touch or mouse operation prior to sending out the event. Mouse ID is '-1' for left, '-2' for right mouse button, '-3' for middle. </p>

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<p>If 'true', currently hovered object will be shown in the top left corner. </p>

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<p>Which layers will receive events. </p>

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<p>By default, events will go to rigidbodies when the Event Type is not UI. You can change this behaviour back to how it was pre-3.7.0 using this flag. </p>

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<p>Event type &ndash; use "UI" for your user interfaces, and "World" for your game camera. This setting changes how raycasts are handled. Raycasts have to be more complicated for UI cameras. </p>

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<p>If events don't get handled, they will be forwarded to this game object. </p>

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<p>User-settable Input.anyKeyDown </p>

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<b>Initial value:</b><div class="fragment"><div class="line">= delegate(<span class="keywordtype">string</span> axis)</div>
<div class="line">    {</div>
<div class="line">        <span class="keywordflow">if</span> (<a class="code" href="class_u_i_camera.html#aa7e5bc0bc879d0d809b2d3546ab6342c">ignoreControllerInput</a>) <span class="keywordflow">return</span> 0f;</div>
<div class="line">        <span class="keywordflow">return</span> Input.GetAxis(axis);</div>
<div class="line">    }</div>
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<p>GetAxis function &ndash; return the state of the specified axis. </p>

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<b>Initial value:</b><div class="fragment"><div class="line">= delegate(KeyCode key)</div>
<div class="line">    {</div>
<div class="line">        <span class="keywordflow">if</span> (key &gt;= KeyCode.JoystickButton0 &amp;&amp; <a class="code" href="class_u_i_camera.html#aa7e5bc0bc879d0d809b2d3546ab6342c">ignoreControllerInput</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>;</div>
<div class="line">        <span class="keywordflow">return</span> Input.GetKey(key);</div>
<div class="line">    }</div>
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<p>GetKey function &ndash; return whether the specified key is currently held. </p>

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<b>Initial value:</b><div class="fragment"><div class="line">= delegate(KeyCode key)</div>
<div class="line">    {</div>
<div class="line">        <span class="keywordflow">if</span> (key &gt;= KeyCode.JoystickButton0 &amp;&amp; <a class="code" href="class_u_i_camera.html#aa7e5bc0bc879d0d809b2d3546ab6342c">ignoreControllerInput</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>;</div>
<div class="line">        <span class="keywordflow">return</span> Input.GetKeyDown(key);</div>
<div class="line">    }</div>
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<p>GetKeyDown function &ndash; return whether the specified key was pressed this Update(). </p>

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<b>Initial value:</b><div class="fragment"><div class="line">= delegate(KeyCode key)</div>
<div class="line">    {</div>
<div class="line">        <span class="keywordflow">if</span> (key &gt;= KeyCode.JoystickButton0 &amp;&amp; <a class="code" href="class_u_i_camera.html#aa7e5bc0bc879d0d809b2d3546ab6342c">ignoreControllerInput</a>) <span class="keywordflow">return</span> <span class="keyword">false</span>;</div>
<div class="line">        <span class="keywordflow">return</span> Input.GetKeyUp(key);</div>
<div class="line">    }</div>
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<p>GetKeyDown function &ndash; return whether the specified key was released this Update(). </p>

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<p>Get the details of the specified mouse button. </p>

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<b>Initial value:</b><div class="fragment"><div class="line">= delegate(<span class="keywordtype">int</span> <span class="keywordtype">id</span>, <span class="keywordtype">bool</span> createIfMissing)</div>
<div class="line">    {</div>
<div class="line">        <span class="keywordflow">if</span> (<span class="keywordtype">id</span> &lt; 0) <span class="keywordflow">return</span> <a class="code" href="class_u_i_camera.html#a3f21f002f998e9d107df5cfd65d66f93">GetMouse</a>(-<span class="keywordtype">id</span> - 1);</div>
<div class="line"></div>
<div class="line">        <span class="keywordflow">for</span> (<span class="keywordtype">int</span> i = 0, imax = mTouchIDs.Count; i &lt; imax; ++i)</div>
<div class="line">            <span class="keywordflow">if</span> (mTouchIDs[i] == <span class="keywordtype">id</span>) <span class="keywordflow">return</span> <a class="code" href="class_u_i_camera.html#aace42c2ef7aec9d4fe346ba238c3ec0e">activeTouches</a>[i];</div>
<div class="line"></div>
<div class="line">        <span class="keywordflow">if</span> (createIfMissing)</div>
<div class="line">        {</div>
<div class="line">            MouseOrTouch touch = <span class="keyword">new</span> MouseOrTouch();</div>
<div class="line">            touch.pressTime = <a class="code" href="class_real_time.html">RealTime</a>.<a class="code" href="class_real_time.html#a88a9d2e5dc1dfa390a8f48fe5e1c4e69">time</a>;</div>
<div class="line">            touch.touchBegan = <span class="keyword">true</span>;</div>
<div class="line">            <a class="code" href="class_u_i_camera.html#aace42c2ef7aec9d4fe346ba238c3ec0e">activeTouches</a>.Add(touch);</div>
<div class="line">            mTouchIDs.Add(<span class="keywordtype">id</span>);</div>
<div class="line">            <span class="keywordflow">return</span> touch;</div>
<div class="line">        }</div>
<div class="line">        <span class="keywordflow">return</span> null;</div>
<div class="line">    }</div>
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<p>Get or create a touch event. If you are trying to iterate through a list of active touches, use activeTouches instead. </p>

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<p>Name of the axis used to send left and right key events. </p>

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<p>Name of the horizontal axis used to move scroll views and sliders around. </p>

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<p>If set to 'true', all events will be ignored until set to 'true'. </p>

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<p>If set to 'true', controller input will be flat-out ignored. Permanently, for all cameras. </p>

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<p>Set to 'true' just before OnDrag-related events are sent. No longer needed, but kept for backwards compatibility. </p>

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<p>Last raycast hit prior to sending out the event. This is useful if you want detailed information about what was actually hit in your OnClick, OnHover, and other event functions. Note that this is not going to be valid if you're using 2D colliders. </p>

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<p>Position of the last touch (or mouse) event in the world. </p>

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<p>Last raycast into the world space. </p>

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<p>List of all active cameras in the scene. </p>

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<p>If enabled, a tooltip will be shown after touch gets pressed on something and held for more than "tooltipDelay" seconds. </p>

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<p>How far the mouse is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta. </p>

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          <td class="memname">float UICamera.mouseDragThreshold = 4f</td>
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<p>How much the mouse has to be moved after pressing a button before it starts to send out drag events. </p>

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<p>These notifications are sent out prior to the actual event going out. </p>

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<p>Custom input processing logic, if desired. For example: WP7 touches. Use <a class="el" href="class_u_i_camera.html#a4e0997ac051bd5012d25e43d64cd591c" title="UICamera that sent out the event. ">UICamera.current</a> to get the current camera. </p>

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<p>Delegate called when the control scheme changes. </p>

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<p>Delegate triggered when the screen size changes for any reason. Subscribe to it if you don't want to compare Screen.width and Screen.height each frame. </p>

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<p>When events will be processed. </p>

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<p>Raycast range distance. By default it's as far as the camera can see. </p>

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<b>Initial value:</b><div class="fragment"><div class="line">= delegate(<span class="keywordtype">int</span> <span class="keywordtype">id</span>)</div>
<div class="line">    {</div>
<div class="line">        <span class="keywordflow">for</span> (<span class="keywordtype">int</span> i = 0, imax = mTouchIDs.Count; i &lt; imax; ++i)</div>
<div class="line">        {</div>
<div class="line">            <span class="keywordflow">if</span> (mTouchIDs[i] == <span class="keywordtype">id</span>)</div>
<div class="line">            {</div>
<div class="line">                mTouchIDs.RemoveAt(i);</div>
<div class="line">                <a class="code" href="class_u_i_camera.html#aace42c2ef7aec9d4fe346ba238c3ec0e">activeTouches</a>.RemoveAt(i);</div>
<div class="line">                <span class="keywordflow">return</span>;</div>
<div class="line">            }</div>
<div class="line">        }</div>
<div class="line">    }</div>
</div><!-- fragment -->
<p>Remove a touch event from the list. </p>

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          <td class="memname">string UICamera.scrollAxisName = &quot;Mouse ScrollWheel&quot;</td>
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<p>Name of the axis used for scrolling. </p>

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<p>Whether tooltips will be shown or not. </p>

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<p>Whether the tooltip will disappear as soon as the mouse moves (false) or only if the mouse moves outside of the widget's area (true). </p>

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          <td class="memname">KeyCode UICamera.submitKey0 = KeyCode.Return</td>
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<p>Various keys used by the camera. </p>

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<p>How long of a delay to expect before showing the tooltip. </p>

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<p>How far the touch is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta. </p>

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<p>How much the mouse has to be moved after pressing a button before it starts to send out drag events. </p>

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<p>Whether the joystick and controller events will be processed. </p>

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<p>Whether the keyboard events will be processed. </p>

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<p>Whether the mouse input is used. </p>

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<p>Whether the touch-based input is used. </p>

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<p>Name of the axis used to send up and down key events. </p>

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<p>Name of the vertical axis used to move scroll views and sliders around. </p>

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<h2 class="groupheader">Property Documentation</h2>
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<span class="mlabels"><span class="mlabel">get</span></span>  </td>
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<p>Caching is always preferable for performance. </p>

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<p>Currently chosen object for controller-based navigation. </p>

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<p>Key that triggered the event, if any. </p>

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<p>Ray projected into the screen underneath the current touch. </p>

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<p>Current control scheme. Derived from the last event to arrive. </p>

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<p>Whether controller input will be temporarily disabled or not. It's useful to be able to turn off controller interaction and only turn it on when the UI is actually visible. </p>

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<p>Number of active drag events from all sources. </p>

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<p>Event handler for all types of events. </p>

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<p>NGUI event system that will be handling all events. </p>

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<p>If set, this game object will receive all events regardless of whether they were handled or not. </p>

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<p>The object over which the mouse is hovering over, or the object currently selected by the controller input. Mouse and controller input share the same hovered object, while touches have no hovered object at all. Checking this value from within a touch-based event will simply return the current touched object. </p>

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<p>Whether an input field currently has focus. </p>

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<p>Whether there is a active current focus on the UI &ndash; either input, or an active touch. </p>

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<p>Whether the last raycast was over the UI. </p>

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<p>Position of the last touch (or mouse) event. </p>

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<p>Position of the last touch (or mouse) event. </p>

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<p>Convenience function that returns the main HUD camera. </p>

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          <td class="memname"><a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a> UICamera.mouse0</td>
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<p>Access to the mouse-related data. This is intended to be read-only. </p>

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<p>Selected object receives exclusive focus. An input field requires exclusive focus in order to type, for example. Any object is capable of grabbing the selection just by clicking on that object, but only one object can be selected at a time. </p>

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<p>Object that should be showing the tooltip. </p>

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<p>Much like 'isOverUI', but also returns 'true' if there is currently an active mouse press on a UI element, or if a UI input has focus. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>D:/WorkDir/Unity3D_Work/taidou_arpg/Assets/NGUI/Scripts/UI/UICamera.cs</li>
</ul>
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